/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.actor.status;

import java.util.Set;
import java.util.concurrent.CopyOnWriteArraySet;
import java.util.concurrent.Future;
import java.util.logging.Level;
import java.util.logging.Logger;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.instancemanager.DuelManager;
import net.sf.l2j.gameserver.model.L2Attackable;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2SummonInstance;
import net.sf.l2j.gameserver.model.actor.stat.CharStat;
import net.sf.l2j.gameserver.model.entity.Duel;
import net.sf.l2j.gameserver.model.quest.QuestState;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.util.Rnd;

public class CharStatus {
	protected static final Logger _log = Logger.getLogger(CharStatus.class
			.getName());
	// =========================================================
	// Data Field
	private L2Character _activeChar;
	private double _currentCp = 0; // Current CP of the L2Character
	private double _currentHp = 0; // Current HP of the L2Character
	private double _currentMp = 0; // Current MP of the L2Character
	/**
	 * Array containing all clients that need to be notified about hp/mp updates
	 * of the L2Character
	 */
	private Set<L2Character> _StatusListener;
	private Future<?> _regTask;
	private byte _flagsRegenActive = 0;
	private static final byte REGEN_FLAG_CP = 4;
	private static final byte REGEN_FLAG_HP = 1;
	private static final byte REGEN_FLAG_MP = 2;

	// =========================================================
	// Constructor
	public CharStatus(L2Character activeChar) {
		_activeChar = activeChar;
	}

	/**
	 * Add the object to the list of L2Character that must be informed of HP/MP
	 * updates of this L2Character.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * Each L2Character owns a list called <B>_statusListener</B> that contains
	 * all L2PcInstance to inform of HP/MP updates. Players who must be informed
	 * are players that target this L2Character. When a RegenTask is in progress
	 * sever just need to go through this list to send Server->Client packet
	 * StatusUpdate.<BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>Target a PC or NPC</li> <BR>
	 * <BR>
	 * 
	 * @param object
	 *            L2Character to add to the listener
	 */
	public final void addStatusListener(L2Character object) {
		if (object == getActiveChar())
			return;
		synchronized (getStatusListener()) {
			getStatusListener().add(object);
		}
	}

	public final void reduceCp(int value) {
		if (getCurrentCp() > value)
			setCurrentCp(getCurrentCp() - value);
		else
			setCurrentCp(0);
	}

	/**
	 * Reduce the current HP of the L2Character and launch the doDie Task if
	 * necessary.<BR>
	 * <BR>
	 * <B><U> Overriden in </U> :</B><BR>
	 * <BR>
	 * <li>L2Attackable : Update the attacker AggroInfo of the L2Attackable
	 * _aggroList</li> <BR>
	 * <BR>
	 * 
	 * @param i
	 *            The HP decrease value
	 * @param attacker
	 *            The L2Character who attacks
	 * @param awake
	 *            The awake state (If true : stop sleeping)
	 */
	public void reduceHp(double value, L2Character attacker) {
		reduceHp(value, attacker, true);
	}

	public void reduceHp(double value, L2Character attacker, boolean awake) {
		if (getActiveChar().isInvul())
			return;
		if (getActiveChar() instanceof L2PcInstance) {
			if (((L2PcInstance) getActiveChar()).isInDuel()) {
				// the duel is finishing - players do not recive damage
				if (((L2PcInstance) getActiveChar()).getDuelState() == Duel.DUELSTATE_DEAD)
					return;
				else if (((L2PcInstance) getActiveChar()).getDuelState() == Duel.DUELSTATE_WINNER)
					return;
				// cancel duel if player got hit by another player, that is not
				// part of the duel or a monster
				if (!(attacker instanceof L2SummonInstance)
						&& !(attacker instanceof L2PcInstance && ((L2PcInstance) attacker)
								.getDuelId() == ((L2PcInstance) getActiveChar())
								.getDuelId()))
					((L2PcInstance) getActiveChar())
							.setDuelState(Duel.DUELSTATE_INTERRUPTED);
			}
			if (getActiveChar().isDead() && !getActiveChar().isFakeDeath())
				return; // Disabled == null check so skills like Body to Mind
						// work again untill another solution is found
		} else {
			if (getActiveChar().isDead())
				return; // Disabled == null check so skills like Body to Mind
						// work again untill another solution is found
			if (attacker instanceof L2PcInstance
					&& ((L2PcInstance) attacker).isInDuel()
					&& !(getActiveChar() instanceof L2SummonInstance && ((L2SummonInstance) getActiveChar())
							.getOwner().getDuelId() == ((L2PcInstance) attacker)
							.getDuelId()))
				((L2PcInstance) attacker)
						.setDuelState(Duel.DUELSTATE_INTERRUPTED);
		}
		if (awake && getActiveChar().isSleeping())
			getActiveChar().stopSleeping(null);
		if (getActiveChar().isStunned() && Rnd.get(10) == 0)
			getActiveChar().stopStunning(null);
		if (getActiveChar().isImmobileUntilAttacked())
			getActiveChar().stopImmobileUntilAttacked(null);
		if (getActiveChar().isAfraid())
			getActiveChar().stopFear(null);
		// Add attackers to npc's attacker list
		if (getActiveChar() instanceof L2NpcInstance)
			getActiveChar().addAttackerToAttackByList(attacker);
		if (value > 0) // Reduce Hp if any
		{
			// If we're dealing with an L2Attackable Instance and the attacker
			// hit it with an over-hit enabled skill, set the over-hit values.
			// Anything else, clear the over-hit flag
			if (getActiveChar() instanceof L2Attackable)
				if (((L2Attackable) getActiveChar()).isOverhit())
					((L2Attackable) getActiveChar()).setOverhitValues(attacker,
							value);
				else
					((L2Attackable) getActiveChar()).overhitEnabled(false);
			value = getCurrentHp() - value; // Get diff of Hp vs value
			if (value <= 0)
				// is the dieing one a duelist? if so change his duel state to
				// dead
				if (getActiveChar() instanceof L2PcInstance
						&& ((L2PcInstance) getActiveChar()).isInDuel()) {
					getActiveChar().disableAllSkills();
					stopHpMpRegeneration();
					attacker.getAI().setIntention(
							CtrlIntention.AI_INTENTION_ACTIVE);
					attacker.sendPacket(ActionFailed.STATIC_PACKET);
					// let the DuelManager know of his defeat
					DuelManager.getInstance().onPlayerDefeat(
							(L2PcInstance) getActiveChar());
					value = 1;
				} else
					value = 0; // Set value to 0 if Hp < 0
			setCurrentHp(value); // Set Hp
		} else // If we're dealing with an L2Attackable Instance and the
				// attacker's hit didn't kill the mob, clear the over-hit flag
		if (getActiveChar() instanceof L2Attackable)
			((L2Attackable) getActiveChar()).overhitEnabled(false);
		if (getActiveChar().isDead()) {
			getActiveChar().abortAttack();
			getActiveChar().abortCast();
			if (getActiveChar() instanceof L2PcInstance)
				if (((L2PcInstance) getActiveChar()).isInOlympiadMode()) {
					stopHpMpRegeneration();
					return;
				}
			// first die (and calculate rewards), if currentHp < 0, then overhit
			// may be calculated
			if (Config.DEBUG)
				_log.fine("char is dead.");
			// Start the doDie process
			getActiveChar().doDie(attacker);
			// now reset currentHp to zero
			if (getActiveChar() instanceof L2PcInstance) {
				QuestState qs = ((L2PcInstance) getActiveChar())
						.getQuestState("255_Tutorial");
				if (qs != null)
					qs.getQuest().notifyEvent("CE30", null,
							((L2PcInstance) getActiveChar()));
			}
			setCurrentHp(0);
		} else // If we're dealing with an L2Attackable Instance and the
				// attacker's hit didn't kill the mob, clear the over-hit flag
		if (getActiveChar() instanceof L2Attackable)
			((L2Attackable) getActiveChar()).overhitEnabled(false);
	}

	public final void reduceMp(double value) {
		value = getCurrentMp() - value;
		if (value < 0)
			value = 0;
		setCurrentMp(value);
	}

	/**
	 * Remove the object from the list of L2Character that must be informed of
	 * HP/MP updates of this L2Character.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * Each L2Character owns a list called <B>_statusListener</B> that contains
	 * all L2PcInstance to inform of HP/MP updates. Players who must be informed
	 * are players that target this L2Character. When a RegenTask is in progress
	 * sever just need to go through this list to send Server->Client packet
	 * StatusUpdate.<BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>Untarget a PC or NPC</li> <BR>
	 * <BR>
	 * 
	 * @param object
	 *            L2Character to add to the listener
	 */
	public final void removeStatusListener(L2Character object) {
		synchronized (getStatusListener()) {
			getStatusListener().remove(object);
		}
	}

	/**
	 * Start the HP/MP/CP Regeneration task.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Calculate the regen task period</li> <li>Launch the HP/MP/CP
	 * Regeneration task with Medium priority</li> <BR>
	 * <BR>
	 */
	public synchronized final void startHpMpRegeneration() {
		if (_regTask == null && !getActiveChar().isDead()) {
			if (Config.DEBUG)
				_log.fine("HP/MP/CP regen started");
			// Get the Regeneration periode
			int period = Formulas.getInstance().getRegeneratePeriod(
					getActiveChar());
			// Create the HP/MP/CP Regeneration task
			_regTask = ThreadPoolManager.getInstance()
					.scheduleEffectAtFixedRate(new RegenTask(), period, period);
		}
	}

	/**
	 * Stop the HP/MP/CP Regeneration task.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Set the RegenActive flag to false</li> <li>Stop the HP/MP/CP
	 * Regeneration task</li> <BR>
	 * <BR>
	 */
	public synchronized final void stopHpMpRegeneration() {
		if (_regTask != null) {
			if (Config.DEBUG)
				_log.fine("HP/MP/CP regen stop");
			// Stop the HP/MP/CP Regeneration task
			_regTask.cancel(false);
			_regTask = null;
			// Set the RegenActive flag to false
			_flagsRegenActive = 0;
		}
	}

	// =========================================================
	// Method - Private
	// =========================================================
	// Property - Public
	public L2Character getActiveChar() {
		return _activeChar;
	}

	public final double getCurrentCp() {
		return _currentCp;
	}

	public final void setCurrentCp(double newCp) {
		setCurrentCp(newCp, true);
	}

	public final void setCurrentCp(double newCp, boolean broadcastPacket) {
		synchronized (this) {
			// Get the Max CP of the L2Character
			int maxCp = getActiveChar().getStat().getMaxCp();
			if (newCp < 0)
				newCp = 0;
			if (newCp >= maxCp) {
				// Set the RegenActive flag to false
				_currentCp = maxCp;
				_flagsRegenActive &= ~REGEN_FLAG_CP;
				// Stop the HP/MP/CP Regeneration task
				if (_flagsRegenActive == 0)
					stopHpMpRegeneration();
			} else {
				// Set the RegenActive flag to true
				_currentCp = newCp;
				_flagsRegenActive |= REGEN_FLAG_CP;
				// Start the HP/MP/CP Regeneration task with Medium priority
				startHpMpRegeneration();
			}
		}
		// Send the Server->Client packet StatusUpdate with current HP and MP to
		// all other L2PcInstance to inform
		if (broadcastPacket)
			getActiveChar().broadcastStatusUpdate();
	}

	public final double getCurrentHp() {
		return _currentHp;
	}

	public final void setCurrentHp(double newHp) {
		setCurrentHp(newHp, true);
	}

	public final void setCurrentHp(double newHp, boolean broadcastPacket) {
		// Get the Max HP of the L2Character
		double maxHp = getActiveChar().getStat().getMaxHp();
		synchronized (this) {
			if (newHp >= maxHp) {
				getActiveChar().setIsKilledAlready(false);
				// Set the RegenActive flag to false
				_currentHp = maxHp;
				_flagsRegenActive &= ~REGEN_FLAG_HP;
				// Stop the HP/MP/CP Regeneration task
				if (_flagsRegenActive == 0)
					stopHpMpRegeneration();
			} else {
				// Set the RegenActive flag to true
				_currentHp = newHp;
				_flagsRegenActive |= REGEN_FLAG_HP;
				if (!getActiveChar().isDead())
					getActiveChar().setIsKilledAlready(false);
				// Start the HP/MP/CP Regeneration task with Medium priority
				startHpMpRegeneration();
			}
		}
		if (getActiveChar() instanceof L2PcInstance)
			if (getCurrentHp() <= maxHp * .3) {
				QuestState qs = ((L2PcInstance) getActiveChar())
						.getQuestState("255_Tutorial");
				if (qs != null)
					qs.getQuest().notifyEvent("CE45", null,
							((L2PcInstance) getActiveChar()));
			}
		// Send the Server->Client packet StatusUpdate with current HP and MP to
		// all other L2PcInstance to inform
		if (broadcastPacket)
			getActiveChar().broadcastStatusUpdate();
	}

	public final void setCurrentHpMp(double newHp, double newMp) {
		setCurrentHp(newHp, false);
		setCurrentMp(newMp, true); // send the StatusUpdate only once
	}

	public final double getCurrentMp() {
		return _currentMp;
	}

	public final void setCurrentMp(double newMp) {
		setCurrentMp(newMp, true);
	}

	public final void setCurrentMp(double newMp, boolean broadcastPacket) {
		synchronized (this) {
			// Get the Max MP of the L2Character
			int maxMp = getActiveChar().getStat().getMaxMp();
			if (newMp >= maxMp) {
				// Set the RegenActive flag to false
				_currentMp = maxMp;
				_flagsRegenActive &= ~REGEN_FLAG_MP;
				// Stop the HP/MP/CP Regeneration task
				if (_flagsRegenActive == 0)
					stopHpMpRegeneration();
			} else {
				// Set the RegenActive flag to true
				_currentMp = newMp;
				_flagsRegenActive |= REGEN_FLAG_MP;
				// Start the HP/MP/CP Regeneration task with Medium priority
				startHpMpRegeneration();
			}
		}
		// Send the Server->Client packet StatusUpdate with current HP and MP to
		// all other L2PcInstance to inform
		if (broadcastPacket)
			getActiveChar().broadcastStatusUpdate();
	}

	/**
	 * Return the list of L2Character that must be informed of HP/MP updates of
	 * this L2Character.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * Each L2Character owns a list called <B>_statusListener</B> that contains
	 * all L2PcInstance to inform of HP/MP updates. Players who must be informed
	 * are players that target this L2Character. When a RegenTask is in progress
	 * sever just need to go through this list to send Server->Client packet
	 * StatusUpdate.<BR>
	 * <BR>
	 * 
	 * @return The list of L2Character to inform or null if empty
	 */
	public final Set<L2Character> getStatusListener() {
		if (_StatusListener == null)
			_StatusListener = new CopyOnWriteArraySet<L2Character>();
		return _StatusListener;
	}

	// =========================================================
	// Runnable
	/** Task of HP/MP/CP regeneration */
	class RegenTask implements Runnable {
		public void run() {
			try {
				CharStat charstat = getActiveChar().getStat();
				// Modify the current CP of the L2Character and broadcast
				// Server->Client packet StatusUpdate
				if (getCurrentCp() < charstat.getMaxCp())
					setCurrentCp(
							getCurrentCp()
									+ Formulas.getInstance().calcCpRegen(
											getActiveChar()), false);
				// Modify the current HP of the L2Character and broadcast
				// Server->Client packet StatusUpdate
				if (getCurrentHp() < charstat.getMaxHp())
					setCurrentHp(
							getCurrentHp()
									+ Formulas.getInstance().calcHpRegen(
											getActiveChar()), false);
				// Modify the current MP of the L2Character and broadcast
				// Server->Client packet StatusUpdate
				if (getCurrentMp() < charstat.getMaxMp())
					setCurrentMp(
							getCurrentMp()
									+ Formulas.getInstance().calcMpRegen(
											getActiveChar()), false);
				if (!getActiveChar().isInActiveRegion()) {
					// no broadcast necessary for characters that are in
					// inactive regions.
					// stop regeneration for characters who are filled up and in
					// an inactive region.
					if (getCurrentCp() == charstat.getMaxCp()
							&& getCurrentHp() == charstat.getMaxHp()
							&& getCurrentMp() == charstat.getMaxMp())
						stopHpMpRegeneration();
				} else
					getActiveChar().broadcastStatusUpdate(); // send the
																// StatusUpdate
																// packet
			} catch (Throwable e) {
				_log.log(Level.SEVERE, "", e);
			}
		}
	}
}
